Naruto Uzumaki


 Topic: Naruto Uzumaki
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  Posted on July 17, 2017 14:53
Saitama
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#1
I've designed him in a way that he would be capable to get a kill for very little energy consumption, but pretty much any character has a way to stop him from doing so rather easily because every character has some form of damage. He's a raw damage dealer that has to rely on his preparatory skill and not taking any damage. The fourth skill's role is to be used in case the enemy team decides to focus him down to shut down his damage output, and since it lasts 2 turns using the first skill will raise its active damage reducing effect. Taking damage from already active skills won't remove any more charges, that's why it applies only for newly used skills only. Mathematically he's capable of dealing 25+85 damage if left alone for a specific and 2 randoms or 60+45 for 2 specifics and 2 randoms. However if damaged even once that potential drops down to 20+65 and 45+30 for the same energy consumption. He's constantly under the threat of that so using the 4th skill to make sure you can set up the fourth skill is essential. And for that reason I made sure setting up won't be too energy taxing. I think this is the most balanced version of this kit that can be made at the moment but I am willing to look for further improvements.

  Posted on July 17, 2017 15:54
adi01le
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#2
original and heterosexual.
  Posted on July 17, 2017 17:40
damascoy
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#3
I feel like this naruto would get slaughtered on a normal 3 vs 3, even with supports such as sakura (s) or gaara i feel like he will not go very far in terms of damage.

Should you pair him with a stun team and maybe you can go somewhere, somewhat underwhelming, but I don't even know what to suggest....

7/10
  Posted on July 17, 2017 19:14
Saitama
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#4
damascoy wrote:
I feel like this naruto would get slaughtered on a normal 3 vs 3, even with supports such as sakura (s) or gaara i feel like he will not go very far in terms of damage.

Should you pair him with a stun team and maybe you can go somewhere, somewhat underwhelming, but I don't even know what to suggest....

7/10
I don't think healers would do much with him paired up, because they don't protect him from the damage, they don't mitigate it. Someone that has a counter such as Zaku or old Shino's 2 turn invulnerability wall would be good. Anyone that prevents Naruto from losing health would be able to keep him in the game. Naruto wouldn't necesarily be able to deal a lot of damage in most situations, but you could force the enemy to lose a lot of resources that way where they might favor getting countered to avoid an instant kill combo.
  Posted on July 17, 2017 23:43
matthewllerena
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#5
a character whose strategy lies in him not getting hit.... maybe it would be better if the effects weren't so drastic.
4 charges is too damn much, on a 1 cooldown? He has to get hit by at least 2 people for his damage to go way down, and 2 is one too many. Jeez, think about how bad it'd be to face this character.

Back-up clone diversion doesn't fix him.

I don't really like this concept at all, but it would be less terrible if the benefits or negative effects were not so game changing.

  Posted on July 18, 2017 08:45
pursin
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#6
matthewllerena wrote:
a character whose strategy lies in him not getting hit.... maybe it would be better if the effects weren't so drastic.
4 charges is too damn much, on a 1 cooldown? He has to get hit by at least 2 people for his damage to go way down, and 2 is one too many. Jeez, think about how bad it'd be to face this character.

Back-up clone diversion doesn't fix him.

I don't really like this concept at all, but it would be less terrible if the benefits or negative effects were not so game changing.

Are you fucking retarded?
What about him is drastic? It's like all you saw was "100%" in the first skill and though "hur dur, what a big number"

His only damage output is 20 damage after two turns or 30 damage. This is only considering doesn't get his damage buff reduced to 75% or even 50% on the enemy turn after activation.
Maybe you're too fucking daft to have learned math after being here for 10 years.
100% of 5 is 5.
5 plus 5 is 10.
10 times 2 is 20.
That's 20 damage that requires a prerequisite that's at the mercy of the enemy, and still has a cooldown of 1.
Say he gets hit by one enemy before he's able to actually attack. 100% becomes 75%.
5 becomes 3 1/2. I believe in NA, decimals are rounded down.
That's 3 damage.
3 plus 5 is 8.
8 times 2 is 16. Simple fucking math, jesus christ. It's a low damage output even with his maximum damage buff, in the slim chance an enemy would let him have it, and his only form of actual protection is dependent on sacrificing his damage output even more.
"Oh my god, there's no cap on his buff, that's overpowered"
No person in the world that has a fucking brain would let him just sit there stacking damage you fuckwit. They would simultaneously shove their dick up Naruto's ass like some horn virgin's fanfiction.
  Posted on July 18, 2017 09:01
Flatbush
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#7
pursin wrote:
matthewllerena wrote:
a character whose strategy lies in him not getting hit.... maybe it would be better if the effects weren't so drastic.
4 charges is too damn much, on a 1 cooldown? He has to get hit by at least 2 people for his damage to go way down, and 2 is one too many. Jeez, think about how bad it'd be to face this character.

Back-up clone diversion doesn't fix him.

I don't really like this concept at all, but it would be less terrible if the benefits or negative effects were not so game changing.

Are you fucking retarded?
What about him is drastic? It's like all you saw was "100%" in the first skill and though "hur dur, what a big number"

His only damage output is 20 damage after two turns or 30 damage. This is only considering doesn't get his damage buff reduced to 75% or even 50% on the enemy turn after activation.
Maybe you're too fucking daft to have learned math after being here for 10 years.
100% of 5 is 5.
5 plus 5 is 10.
10 times 2 is 20.
That's 20 damage that requires a prerequisite that's at the mercy of the enemy, and still has a cooldown of 1.
Say he gets hit by one enemy before he's able to actually attack. 100% becomes 75%.
5 becomes 3 1/2. I believe in NA, decimals are rounded down.
That's 3 damage.
3 plus 5 is 8.
8 times 2 is 16. Simple fucking math, jesus christ. It's a low damage output even with his maximum damage buff, in the slim chance an enemy would let him have it, and his only form of actual protection is dependent on sacrificing his damage output even more.
"Oh my god, there's no cap on his buff, that's overpowered"
No person in the world that has a fucking brain would let him just sit there stacking damage you fuckwit. They would simultaneously shove their dick up Naruto's ass like some horn virgin's fanfiction.

LMAOOOOOOOOOO
  Posted on July 18, 2017 10:39
Saitama
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#8
pursin wrote:
wall of diss that doesn't work because:
Each charge raises the damage by 100%. They don't total 100%. Which means that each charge makes Naruto deal 100% more damage. I know we haven't done this in a long while, but my design philosophy is never to use percentages that are hard to calculate. So unless the 25% would be of a number that rounds up to 4 always, you'd never see it in a character.
matthewllerena wrote:
a character whose strategy lies in him not getting hit.... maybe it would be better if the effects weren't so drastic.
4 charges is too damn much, on a 1 cooldown? He has to get hit by at least 2 people for his damage to go way down, and 2 is one too many. Jeez, think about how bad it'd be to face this character.

Back-up clone diversion doesn't fix him.

I don't really like this concept at all, but it would be less terrible if the benefits or negative effects were not so game changing.

I don't understand how you're saying that four can possibly be too many when you're also saying that him getting hit twice already nerfs his damage significantly. On one hand you are saying that he gets too many damage improvements at once, but then you say that he loses them too fast and he can't deal any damage. So which one is it? He has too much damage potential or too little?

I also don't see how it would be bad to face this character. You can stun, damage, counter, get damage reduction, destructible defense and so on, to deal with him. Even if you don't have defensive options, a purely offensive character can just stop him from having any damage output by simply attacking him, since his damage is lowered by him being damaged. He'd take the full brunt of the damage of another offensive character while he also loses some of his own. I can't see how he is hard to deal with outside of the right team that supports him.

I can understand that he is a hard to use character and why people would dislike the idea of the character for that reason, but I don't see how he is drastic. Can I ask you to back up what you are saying a little further?
  Posted on July 18, 2017 12:55
SwatCaddy
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#9
The GM gonna add him soon... just w8
  Posted on July 18, 2017 14:05
Saitama
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#10
SwatCaddy wrote:
The GM gonna add him soon... just w8
There is no such thing.
  Posted on July 18, 2017 15:41
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#11
amazing
  Posted on July 18, 2017 17:30
matthewllerena
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#12
pursin wrote:
matthewllerena wrote:
a character whose strategy lies in him not getting hit.... maybe it would be better if the effects weren't so drastic.
4 charges is too damn much, on a 1 cooldown? He has to get hit by at least 2 people for his damage to go way down, and 2 is one too many. Jeez, think about how bad it'd be to face this character.

Back-up clone diversion doesn't fix him.

I don't really like this concept at all, but it would be less terrible if the benefits or negative effects were not so game changing.

Are you fucking retarded?
What about him is drastic? It's like all you saw was "100%" in the first skill and though "hur dur, what a big number"

His only damage output is 20 damage after two turns or 30 damage. This is only considering doesn't get his damage buff reduced to 75% or even 50% on the enemy turn after activation.
Maybe you're too fucking daft to have learned math after being here for 10 years.
100% of 5 is 5.
5 plus 5 is 10.
10 times 2 is 20.
That's 20 damage that requires a prerequisite that's at the mercy of the enemy, and still has a cooldown of 1.
Say he gets hit by one enemy before he's able to actually attack. 100% becomes 75%.
5 becomes 3 1/2. I believe in NA, decimals are rounded down.
That's 3 damage.
3 plus 5 is 8.
8 times 2 is 16. Simple fucking math, jesus christ. It's a low damage output even with his maximum damage buff, in the slim chance an enemy would let him have it, and his only form of actual protection is dependent on sacrificing his damage output even more.
"Oh my god, there's no cap on his buff, that's overpowered"
No person in the world that has a fucking brain would let him just sit there stacking damage you fuckwit. They would simultaneously shove their dick up Naruto's ass like some horn virgin's fanfiction.


Daaaamn you're dumb. 100%, 4 charges, 400%. x4.

rasengan becomes 60 fucking damage and the uzumaki barrage is eh. I was mostly talking about rasengan. Of fucking course people are going to target him, but if you've played the fucking game you'd know that if you have to hit 1 character TWICE to really neutralize him or reduce his damage in this situation, then that's bad (especially for a no cost prep). Seriously guy, this should make sense.

Now, you'd reaaally only technically have to hit him once, because that reduces rasengan to 45, which isn't bad.... the only problem is he can take the damage, go invul or whatever else (i'm assuming a strategy with this character would mean other chars who would try to protect him, although the smart thing would be to have stunners/counters), and then gain 3 more charges, now, assuming the enemy team took off just 1 charge, because that SHOULD BE REASONABLE (trying to take 2 might jeopardize your strategy, obviously depending on naruto's teammates), then he'd have 3+3= 6 charges. so rasengan would do 15x6= 90 OR 15x5= 75 IF you took off 2 charges the previous round, and nobody cares about uzumaki barrage (though it's still strong, but i'm focusing on rasengan). that's way too fucking much.

This is why he's NOT a good character. Drastic effects mean he can either be too ANNOYINGLY good or REALLY shitty in some situations (getting countered when he's at his highest damage or getting kushina'd or getting stunned) and in my opinion, good characters aren't annoyingly good or shitty in most situations. I understand that you think getting stunned and whatever else balances him, but it makes him even more unbalanced because if you get unlucky and get paired up vs another team has a team full of people ready to destroy Naruto, you're done.

ALTHOUGH in his state, he's too good JUST because of the charges.

To Saitama:

"I've designed him in a way that he would be capable to get a kill for very little energy consumption, but pretty much any character has a way to stop him from doing so rather easily because every character has some form of damage."

that's not a good thing.
  Posted on July 18, 2017 18:30
thicks111
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#13
5/10

Interesting concept

But 15x4=60

Even if this decreases by 15 each times its used, wouldn't this effect be renewable for no cost since 'Shadow Clones' have 1 cooldown?

Naruto could easily deal
-Charge Up-60 dmg-45 dmg-Charge-60 Dmg-45 Dmg

That's ignoring Naruto's potential for 20 dmg each turn for 2 turns.

Which can eliminate enemies very quickly; but if the charge ISN'T used...

15 damage for 1 spec and 1 random? That's not useful given there's no other effects. Naruto's damage and defense is dependent on a charge-up skill.

My Advice
If I were you, I would slightly strengthen the base damage of Rasengan, take away its random, and make Barrage stronger, and make it use a specific chakra.

Same concept with Diversion but higher base defense.

THEN, Shadow Clones would empower these skills by double damage; with a cooldown higher than the duration of its skill. But also grant Rasengan and Barrage an extra random in cost.
  Posted on July 18, 2017 19:29
Saitama
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#14
matthewllerena wrote:
[...]
There's two things that bother me with your overall assessment.

One: There's only two skills in mind being considered here for you. Shadow Clones and Rasengan. Rasengan will either deal too little damage or too much damage and as a result, the whole character is terrible. But you don't seem to give any consideration to the other two skills whatsoever. Uzumaki Barrage has the potential to deal a bare minimum total of 30 damage at each use. How? If you use it when you have either one charge or no charges, you will deal 5/10 damage on the first turn. Then you use Shadow Clones and set it up in the skill queue in such a way that it activates before Uzumaki Barrage so the improvements are applied to the skill. (Since the skill is action) That will improve it to 25 damage. So he will deal 5+25 or 10+25. If the charges are higher, he will end up dealing even more. The same situation is there with the Diversion skill where he can reduce similar amounts of damage as he would deal damage with Uzumaki Barrage, then getting a free preparation after he blocked off most of the damage he would take for one turn. And then he would mostly have some safe stacks of preparations that way. Coupled with a counter or some other form of defense from another one of his teammates, and he could be goldenly set up through that skill. I know you said that the Barrage is still strong, but you didn't exactly explain how it can be reliable and I am making sure you understand that, and you've pretty much discarded the fourth skill.

Two: Getting as many charges as you can into the character is the overall goal of the character. Him getting as many as possible for him to deal as much damage as possible is the rewarding part of the character. In other words, you want to use him in a way that you deal as much damage and then execute your targets with Rasengan, once you have enough. The reason he has charges removed so easily is that there is some way that he might fail in dealing an overly reliable amount of damage. As an example, I will use a character from WoN named Saigai. The way he does an overwhelming amount of damage is by setting up charges on enemies that do nothing. Then, upon using his key skill, he deals 15 affliction damage for 2 turns per charge. Your capability to set up the charges on the enemy characters is what makes you use that character effectively, and your capability to set up the charges on Naruto is what determines whether or not you are using him effectively. In Naruto's situation, the only real question is whether or not he is capable of setting up his damage to be rewarding at some point, not whether or not it is situationally high or situationally low. It is very dependent on how you use Naruto and how the enemy adapts around him and that is how I planned him to be. There are types of characters that you can end up dealing very little or very high damage based on how you use them, and Naruto is one of those characters. Now I need to know whether you have an issue with the overall design of Naruto specifically, or designs such as Saigai's.

Based on what you say, I could do some changes to him once I fully grasp your interpretation of the character.
thicks111 wrote:
My Advice
If I were you, I would slightly strengthen the base damage of Rasengan, take away its random, and make Barrage stronger, and make it use a specific chakra.

Same concept with Diversion but higher base defense.

THEN, Shadow Clones would empower these skills by double damage; with a cooldown higher than the duration of its skill. But also grant Rasengan and Barrage an extra random in cost.
However, definitely not these. All these changes would make him do, is turn him into a carbon copy of the in-game Naruto, that doesn't have an invulnerability to be a cool kid, as well as remove his essential damage reduction that makes him a reliable character.
thicks111 wrote:
Even if this decreases by 15 each times its used, wouldn't this effect be renewable for no cost since 'Shadow Clones' have 1 cooldown?
It isn't renewable. The charges are stackable. That means, unless attacked, you can stack them infinitely provided you take enough turns. Then you could use Rasengan to deal over 100 damage, and even the Barrage can deal over 100 damage per turn if you had 20+ charges, which would probably never happen in an actual game. Note that one is lost upon taking damage from a newly used skill.
  Posted on July 18, 2017 20:35
pursin
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#15
<3
Marty15.
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